Using Variables in UMG animation

Is it possible to read in/bind key frame data to a variable in the animation tracks in widget blueprints? It would be good for dynamically changing animations.

77492-anim.png

Or is it possible to access and change the key frames in animations through blueprints?

Thanks for any help.

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I would be interested if you found out about it. :slight_smile:

I’d like to know too. I don’t think it’s possible and it doesn’t seem possible to access the properties directly either.

Hope this question gets an answer soon
This would be instrumental in creating dynamic UI animations

I’m also looking for this… :frowning:

No changes on this as far as I know sadly.

This is indeed an interesting idea. Well if I get time ill definitely look into it on the code side. Might figure out something for this

Is there any update of this feature? Is there any way to do it using blueprints as 4.19?

Still nothing ? Seems like such an important hing

Bind variable just (I’m told) runs every Tick so you can just set this up in your Widget’s Tick event handler and get the same effect, by accessing the nodes XRayImage → SetRenderTransform(whatyouwantforX, whatyouwantforY) or something like that.

Yes, this would be awesome to have. I have this hover and unhover animation that flickers too much. I know I can do this manually with tick, but it would just be nice to bind them to current values.

I just realized that my flicker issue can be worked around by reverse playing the animation at its current time and similarly for forward animation at the current time.

if exist some bind way like blender or {$param}, it will be awsome.

This would be a very convenient feature.

I’m scratching my head trying to make a widget that has a hover color that can be changed.

Hello everyone
I came through this problem too and I managed to find a way to edit variables in UMG animations

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